So if anyone can help me with my problem of finding out who's FaceGen files belong to who, I would be very thankful. I ended up having to revert to release version and opt out of beta patches, in order to be able to use CK again. If it is not there, then check your Skyrim SE Data directory and see if there is a Textures and Meshes folder there. They also won't allow certain geometries the old game's head nifs would allow. This mod is opted-in to receive Donation Points. This mod is needed to extract all unique heads to allow you customize their textures. Find which mod alters NPC faces, and which NPCs it alters, and open it in the Creation Kit. Example: "C:\Steam\steamapps\common\Skyrim Special Edition\Data" Usage. This means it will work for mods such as VHR - Vanilla Hair Replacer. Some assets in this file belong to other authors. I hope all that helps (took me a while to figure all that out lol). For vanilla followers, the new Creation Kit creates new facegen data under the Skyrim.esm and under the Mod.esp folders every time the esp file is saved (and everytime i select the "Upload file to Bethesda.net" option). NPCs whose heads get regenerated will always be based on their face morph data from your loaded plugins. Run only for selected files or records' from the main menu, add a option for creating a plugin to collect dark face NPCs. When logged in, you can choose up to 12 games that will be displayed as favourites in this menu. Should fix the void face bug, if you get it, Prevent a crash on startup when using broken mods with bad race (RNAM) data; an error will be printed to the SKSE log instead. We are Reddit's primary hub for all things modding, from troubleshooting for beginners to creation of mods by experts. Another trick for spawning multiple NPCs without having to do a bunch of typing, is create a text file in your Skyrim game's data folder with each line corresponding to an NPC in the format "player.placeatme ". Maybe you could still try the "Load order adjustments + bashed patch" method I mentioned above. Nnnnnope. As you might imagine, generating FaceGen is slower than loading preprocessed FaceGen. if you got two mods making changes to Delphine and you want Bijin Delphine, put the Bijin esp after the other NPC replacer. By noe, packing the facegen data under both the Skyrim.esm and the Mod.esp folders doesn't generate any problems provided that you are only using one mod that modifyes the vanilla NPCs faces. In most cases your problem is solved. Unfortunately I'm kinda out of my wits here. Copyright 2023 Black Tree Gaming Ltd. All rights reserved. I've got a few different mods which add npcs to the world which end up with blackened heads. New: Added some code to detect broken facegen NIF file, New: Can ignore NPC's EDID (suggested by DarthAncalagon), Change: Separate IgnoreLists to another INI file, named DarkFaceIssueReporterIgnore.ini, fixed an issue: can not turn off creating console command batch file, minor changes: removed some unnecessary logs from log file (suggested by Gaznevada), minor changes: added version info to log file (suggested by Gaznevada), Added ui for 'CreateDebugLogFile','CreateConsoleCommandBatchFile','DarkFaceCollectorFilename' options, Added some races(should be ignored) to INI file, minor changes: some logs changed or fixed, added a log to print out headparts in NIF for helping to fix issues, fixed an issue: when close the main menu with 'create DarkFaceCollector option' checked, will still create collector file. Hi, I am obviously a modding noob but I'm trying to patch FaceGen using your guide and the DarkFace script mod. Please re-enable javascript to access full functionality. Copyright 2023 Robin Scott. I sure can't tell. Enter as many NPCs as you want in this format, (but if you're spawning more than 5 or 6, I recommend using multiple files so the NPCs don't get all clustered together), save the file as a .txt, then in Skyrim hit the ~ key to bring up the console and type "bat ". This is really useful for spawning multiple NPCs to test. Launch TES5Edit/SSEdit. After exporting facegen textures from the GECK by pressing CTRL+F4 with the NPC records highlighted ( note, you must be in the NPCs category in the Object Viewer, not in the All category, or else CTRL+F4 will not produce output ), the output files from the GECK consist of both DDS and TGA files. It did not. Search Reddit posts and comments - see average sentiment, top terms, activity per day and more I have converted Interesting NPCs (3DNPC) to SSE by running the meshes through the optimizer tool, re-saving the .esp in the new Creation Kit, and fixing any water-related data in SSEEdit. Go to Skyrim's main menu, select "Mod Configuration", "Review Studio", the studio you want, then back out of the menu and you'll be transported there. What file exactly did you use to regenerate the facegen data? Her face is not discolored in my game, but if she is in yours, use this. However, if the head nif was the result of a RaceMenu/NifMerge session and includes custom mesh paths for things like eye geometry or 3rd party hair, those geometries will be missing in game. When it comes to black face issues, you should take a close look at NPC Replacers (e.g. Forget about the ones under the Mod.esp folder! This only happens for vanilla NPCs. * As the facegen data under ModA.esp folder is not the same than the other two, Lydia's face appears either black, or with some lines over her face, or pixelated, or presenting any other graphical glithes! I also can't see anything obviously wrong regarding poor Padma. Are these NPCs supposed to be normal Khajiits? Multiple mods that do the same thing will cause issues. The powerful open-source mod manager from Nexus Mods. - You'll get the black head no matter which way you do it, or if you do both. No matter what I do I can't get the yellow gross eyes to go away and be replaced with the ones from this mod. Basically you want to check which tintmask texture is attached to the head mesh. - Or, it's also possible it is supposed to work exactly like the old CK and facegeom data is always supposed to be saved to the original vanilla or DLC plugin folder, meaning the auto-saving to a folder named after your own plugin is the bug. This mod prevents the game from discarding tint data, so when errors are encountered, it will regenerate faces with correct colors. You will need to seek permission from, You can upload this file to other sites but you must credit me as the creator of the file, You are allowed to modify my files and release bug fixes or improve on the features without permission from or credit to me, You can convert this file to work with other games as long as you credit me as the creator of the file, You are allowed to use the assets in this file without permission or crediting me, Asset use permission in mods/files that are being sold, You are not allowed to use assets from this file in any mods/files that are being sold, for money, on Steam Workshop or other platforms, Asset use permission in mods/files that earn donation points, You are allowed to earn Donation Points for your mods if they use my assets. It dawned on me that if there was a mod that ran a script every 6 seconds there might be a universal resolution. The NPC in question (xx04C768) has facegen data provided in the mod in question (in a BSA). No glitches or bugs at all. I never before have ran/installed so many mods as I did now (my current build), that's why I have (now) some NPCs with black faces bug. A guide about using CK to fix them: Guide: Creating FaceGen Data (from RageYT0) Sometimes you should let the mod auther to fix them. For example: Looking at tint layers, it seems pretty clear what the issue is. A tint mask with "wrong" base settings should lead to a noticable difference in colour, but not to a dark brown face. I have selected the NPC in the Creation Kit and pressed Ctrl+F4 to generate her facegen data. In my tests, preprocessed FaceGen would load in about 0.2ms per NPC, while generating it could take roughly 30-70ms depending on the NPC. Right click. Edited by Belegost, 13 November 2020 - 11:24 am. After the CK has finished, all of your newly exported FaceGen data can be found in the Overwrite folder of your mod list. Press question mark to learn the rest of the keyboard shortcuts. You can do this by selecting the entry for the NPC in the Creation Kit, and pressing Ctrl + F4. The third-party CommonLibSSE library is licensed under the MIT license. I know it works there with CTRL+F4, but the software is horribly optimized and takes like 10 minutes to load up the main game, update, and DLCs. It would make sense for them to change it so facegeom data was saved in a folder named after your own plugin, because then you could get rid of the old grey face bug by simply adjusting your load order. Problems appear when you use more than one mod that modifies the same NPC face. - Head nifs from the old game will work in the new game due to a degree of backwards compatibility and they will not exhibit the black head problem. Repeat Steps 4-6 for any other mods with broken . Source code on GitHubThis work is licensed under the MIT License. - The black head seems to happen no matter what. First, pick one mod that alters NPC faces and use just that one. If you're still looking for a solution, this is what I do: go to https://skyrimcommands.com/npcs, and enter in the last 5 digits of the 8 digit code (so, for example, if you wanted to know what NPC was 00017935.nif, type in "17935" and boom - it'll tell you "Storn Crag-Strider"). then check your Skyrim SE Data directory and see if there is a Textures and Meshes folder there. It doesn`t happen with new NPCs added by mods, as all their facegen data is only under the Mod.esp folder. This tool doesn't do anything by itself. Note: This is ONLY to be used to report spam, advertising, and problematic (harassment, fighting, or rude) posts. It SHOULD read sth. Looking at the screenshot, I'd say it's still a problem of MISSING facegen data. Select the altered NPCs and press Ctrl+F4 to export their FaceGen data. Do you mean that, moving the facegen files generated under the Mod.esp folder to the Skyrim.esm and only packing then the ones under Skyrim.esm will solve the problem? This author has not provided any additional notes regarding file permissions, This author has not credited anyone else in this file, This mod is opted-in to receive Donation Points. With this guide, I will take you through the basics of creating a custom FaceGen with two or more Character Appearance mods, such as. All the assets in this file belong to the author, or are from free-to-use modder's resources, You are not allowed to upload this file to other sites under any circumstances, You must get permission from me before you are allowed to modify my files to improve it, You can convert this file to work with other games as long as you credit me as the creator of the file, You must get permission from me before you are allowed to use any of the assets in this file, Asset use permission in mods/files that are being sold, You are not allowed to use assets from this file in any mods/files that are being sold, for money, on Steam Workshop or other platforms, Asset use permission in mods/files that earn donation points, You are not allowed to earn Donation Points for your mods if they use my assets. - place the script 'Skyrim - NPC Facegen Patcher.pas' in the 'Edit Scripts' folder of xEdit How to use: 1. Thanks for the tip. 5. Any ideas on how I could fix it? Find the entries for the head mesh itself. In particular, to the tint assets: And I have another mod (a skyrim npc beautification mod I can't remember the name of atm) that causes this problem for non-vanilla npcs of man and mer races. I opened up my entire current load order at once in SSEEdit to figure out which plugin was the last file to modify that record (note: the Race record, not the Actor record), which in my case was the USSEP plugin. Afaik it is just CK putting facegen files in the wrong folder and you need to move those files yourself where they should be (folder named after the master file of NPC record). First, Identify what mod you want to turn into an esl check to see if it has facegen data it will be located under "meshes\actors\character\FaceGenData\FaceGeom{Whatever the plugin name is}" as loose files or using . Open your data folder (or overwrite, in case of MO2 users) Navigate to: meshes\actors\character\FaceGenData\FaceGeom\Cuyima 3DNPC - Redone. This covers that up. 3. Put the one you want to win the conflict last. Install hundreds of mods with the click of a button. Site news (important news will be issued), Comments on your files, images and videos, New images and videos added to your files. His FaceGen file is titled "00017935.dds" but that number appears nowhere under him in xEdit If I can find the FaceGen file associated with the NPC somewhere in xEdit, where would it be? 2. The elegant, powerful, and open-source mod manager, Download and manage all your collections within Vortex, Upgrade your account to unlock all media content, To enjoy the benefits of Nexus Mods, please log in or register a new account. now can check records which is not in master file, by selecting them then choose '2. This author has not provided any additional notes regarding file permissions, sfts - for devising a clever way of identifying nif blocks based on xEdit's 'NIF - replace string' script and letting me use his codePieron - for the original NPC Appearance PatcherElminsterAU and the xEdit Team - who made it all possible in the first place, This mod is not opted-in to receive Donation Points. I've attempted to use the Creation Kit to generate facegen data (select actors to regenerate face data for, press CTRL+F4) to no avail. First, pick one mod that alters NPC faces and use just that one. like "/actors/character/facegendata/facetint/palaces castles enhanced.esp/0000130c.dds". So for example, if you wanted to spawn Storn you'd type in "player.placeatme 04017935" (without the quotes). You don't need to include ".txt". NPC appearance overhauls that use custom sculpts and custom textures are safe to use with this mod installed, but if you have a conflict in your load order that breaks those mods, this mod will. In Skyrim, if two mods changed the face of the same NPC the only problem of incompatibility between those mods was that you would only see in game the changes done by the last mod loading in your load order, as the files in the Skyrim.esm folder of the second mod overwrote the ones of the first mod. Put Mrissi after anything that changes Khajiits. So what am I missing? This seems to have worked better, since now her face looks fine in-game. Click Yes to all to dismiss warnings by category again. You want to leave out the first 3 digits, because if the NPC is from a DLC, those first 3 will be "020", "030", or "040" in the FormID, but the .nif and .dds files will still start with "000". Bijin, Better Bards). Log in to view your list of favourite games. In my first ever Creation Kit tutorial, I will show you how to export character Face Gen Data for NPCs in order to prevent the 'Grey/Dark Face Bug' and so you can see makeup/warpaint in-game.Here is a Playlist with all of my CK Tutorials: https://www.youtube.com/playlist?list=PLB4t0GI9oBEb9p7v8Pnca44gZWNNIgirYVisit My Websites!Girl Gamers - http://zyliceagirlgamersdream.wikia.com/wiki/Zylice_WikiFan Site - http://www.fanpop.com/clubs/zyliceSkyrim Mods \u0026 Resources - http://zyliceliddell.weebly.com/#/ All rights reserved. You currently have javascript disabled. - The new CK will work like the old CK when you press , it will put the facegeom data in folders named after the original vanilla or DLC plugin. minor change: log filename change to DarkFaceIssueReporterXXXXXXXX.txt, now you can select which file you want to start from, just select the file, 'Apply Script' then click button '1. If you're talking about the beta skyrim se patch, I have just had problems with that blacking out the entire ck render window. Check the last texture entry but one. Updates your NPC faces to match body in a quick and efficient way. Look for the "BSDynamicTriShape" named "FemaleHead" (or something similar). She is Breton, and BretonRace has no alterations of any kind to it's face data. Copyright 2023 Black Tree Gaming Ltd. All rights reserved. Create a bashed patch. We ask that you please take a minute to read through the rules and check out the resources provided before creating a post, especially if you are new here. His FaceGen file is titled "00017935.dds" but that number appears nowhere under him in xEdit. Install hundreds of mods with the click of a button. I don't know why people still advice regenerating facegen data. fixed an issue. Edited by Belegost, 19 November 2020 - 03:58 pm. She still has the black face bug in my game. That's because his formID is 04017935, as the character originates in Dragonborn, the fourth plugin in your load order. Use caution. After the CK has finished, all of your newly exported FaceGen data can be found in the Overwrite folder of your mod list. There are also no conflicts as she is a new NPC added by Palaces & Castles Enhanced. In Skyrim Special Editionm when you cange the face of a vanilla NPC the facegen data is generated under two folders: "Skyrim.esm" and "Mod.esp" (where Mod.esp is the name of the mod changing those faces. My knowledge regarding NPCs largely stems from creating followers / NPCs for small quests and working with NPC overhauls. Copyright 2023 Robin Scott. Load your current load order. The mesh and textures were correctly generated and can be found in my data folder (also correct filenames, they correspond to her Editor ID). EasyNPC is a little bit smarter than this - for example, it knows the difference between plugins that edit NPC faces and plugins that edit other aspects of an NPC - but at the present time, these build checks are not . And does "fluffy Khajiits" change all Khajiits to something else? It's a flaw in Nifmerge. For this you will need the full 8 digit code with the correct first 3 digits referencing the correct DLC. Artigun The Custom Voiced Half-Dovah Follower, Bikini Dremora - Conjuration Followers SE, Fangs and Eyes Fix for A Vampire Appearance Mod, Lorien - A High Poly Head Standalone Follower, LOTR Epic battles Armies Mod (Lord of The Rings) WIP Special Edition Port, M'rissi's Tails of Troubles - KS Hairdo Patch, Needed Just In Case of Facegen Data Issues. Your first sentence may be true, but the second sentence is definitely not. However I could do it would be fine, I just need to have a way to actually do it, since currently my only option would be to test it one at a time deleting a single FaceGen file and checking all the NPCs to see if they were affected. I like the changes it makes to female NPCs but not the guys, so I want to go into xEdit and get rid of the changes to the guys while keeping what was done to the ladies. These "missing facegen data" issues are rather rare and very special cases. (Select multiple NPCs by holding down Shift or Ctrl .) NifMerge can't even open head nifs made with the new CK. Well, that depends on what's causing the blackface bug in your case. In the right pane, find and select the NPC (s) with broken faces. Now, all modders releasing mods modifying vanilla NPCs need to follow this to avoid problems. That may have been their intention. Create an account to follow your favorite communities and start taking part in conversations. I can't seem to get the facegen data to export. Skyrim Special Edition Creation Kit and Modders. Possible solution if you get dark face. I was talking only about naming and location of files. I have also created facegen data for that npc via the CK which can be seen here: all of which exists in the KhajiitRace in the base game. Facegen export requires CK no way around that, but only export it for the npc's you're having proiblems with (use CK Fixes) and if you have any sense you'll put them in matching BSA's as their loading/override will be automatic and avoid loose facegen files like the plague because they always override regardless. - It's possible a bug in the new CK is involved regarding saving of the facegeom data. Other than that we can only hope that someone more expreienced than me has a clue. Uses xEdit script. There appears to be nothing at all wrong with Padma's records. So, apparantly you need to have the last mod that modifies an Actor's Race as well as the last mod that modifies that Actor itself loaded if you want to generate correct FaceGen data. Install hundreds of mods with the click of a button. ! but if it's having any effect on the game when I load a save. There are already mods that create a framework for this: The powerful open-source mod manager from Nexus Mods.